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ComfyFactorio/maps/dungeons/biome_doom.lua

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local Functions = require "maps.dungeons.functions"
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local table_shuffle_table = table.shuffle_table
local table_insert = table.insert
local table_remove = table.remove
local math_random = math.random
local math_abs = math.abs
local math_sqrt = math.sqrt
local math_floor = math.floor
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local function add_enemy_units(surface, room)
for _, tile in pairs(room.room_border_tiles) do if math_random(1, 24) == 1 then Functions.spawn_random_biter(surface, tile.position) end end
for _, tile in pairs(room.room_tiles) do if math_random(1, 24) == 1 then Functions.spawn_random_biter(surface, tile.position) end end
end
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local function doom(surface, room)
for _, tile in pairs(room.path_tiles) do
surface.set_tiles({{name = "refined-concrete", position = tile.position}}, true)
end
if #room.room_tiles > 1 then table_shuffle_table(room.room_tiles) end
for key, tile in pairs(room.room_tiles) do
surface.set_tiles({{name = "red-refined-concrete", position = tile.position}}, true)
if math_random(1, 16) == 1 then
surface.create_entity({name = "copper-ore", position = tile.position, amount = Functions.get_common_resource_amount()})
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end
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if math_random(1, 16) == 1 then
surface.create_entity({name = Functions.roll_worm_name(), position = tile.position})
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end
if math_random(1, 320) == 1 then
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Functions.rare_loot_crate(surface, tile.position)
else
if math_random(1, 640) == 1 then
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Functions.epic_loot_crate(surface, tile.position)
end
end
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if key % 12 == 1 and math_random(1, 2) == 1 then
Functions.set_spawner_tier(surface.create_entity({name = Functions.roll_spawner_name(), position = tile.position, force = "enemy"}))
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end
end
if room.center then
if math_random(1, 5) == 1 then
local r = math_floor(math_sqrt(#room.room_tiles) * 0.15) + 1
for x = r * -1, r, 1 do
for y = r * -1, r, 1 do
local p = {room.center.x + x, room.center.y + y}
surface.set_tiles({{name = "deepwater-green", position = p}})
if math_random(1, 9) == 1 then
surface.create_entity({name = "fish", position = p})
end
end
end
end
end
if #room.room_border_tiles > 1 then table_shuffle_table(room.room_border_tiles) end
for key, tile in pairs(room.room_border_tiles) do
surface.set_tiles({{name = "black-refined-concrete", position = tile.position}}, true)
end
for key, tile in pairs(room.room_border_tiles) do
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if key % 8 == 1 then
Functions.place_border_rock(surface, tile.position)
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end
end
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add_enemy_units(surface, room)
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end
return doom